Noita
Kareekoe Sep 21, 2023 @ 4:39am
A general outline of mistakes/perks to avoid when trying to get/play long runs in Noita.
Read this if you wish to avoid potentially souring a long run by getting stuck for the rest of it with a bad perk you dislike.

Do not Fungal Shift Blood, Whiskey, and Silver out of existence, doing so can or will destroy your ability to use the nullifying alter

Nullifying Alter is the structure that allows for removal of all perks, which allows players to pick up perks they want to keep and leaving behinds the ones they don't want.

For whatever reason, the Fandom Wiki for Noita fails to mention or warn people about this potential content lockout which is annoying af.

Missing important pieces of information is something Karee has noticed about the Fandom Wiki for Noita and various other games, it's becoming mentally taxing and very irritating to a fluffy creature who specifically likes having information fully laid out to review and help plan around it.

It's funny though, the Fandom Wiki would have stuff like an over complicated and pointlessly convoluted explanation about how divide by spells work but can't make a small foot note about warning the player that fungal shifting away one of the required materials for the Nullifying Alter will lock them out of being able to use it.

Anyways, ♥♥♥♥ posting the Fandom Wiki aside, take what Karee has written bellow to mind:

Do not Fungal Shift any of the required materials away until you get infinite gold/life or until you set up everything you wanted and have removed the perks you no longer need with the Nullifying Alter.

If you want to continue using Nullifying Alter in Parallel worlds and NG+, you must always have blood, silver, and whiskey in existence at all times, never Fungal Shift any of those required materials away if you can.

Karee's Opinions on which perks are bad or annoy her the most:

Cordyceps - Bad for when one is trying to set up a Hisii Healer room pre-healing wand, after you get a healing wand/easy summon lively concoction, you no longer need the Hisii healers and can go for the Cordyceps perk with no hesitation.

Faster Movement - Getting more than 2-3 stacks of this will start to make precise movement control of your character almost impossible, it can cause you to run into polymorph projectiles and other map hazards which can kill your run almost immediately if you're unlucky and not being super careful with your character control at high speeds.

Electricity - Zap, Zap, Zap, Zap, Zap, Zap, Zap, Zap, Zap, Zap, BOOM, BOOM BOOOOM *chain reaction explosions followed by death without explosive immunity or high hp to deal with the damage from freezing liquid/gas or acid/fire/toxic and various other things* Outside of the constant map hazards that it can cause just by being equipped, the zapping SFX/VFX as Karee has emphasized heavily can get very annoying to hear after many hours of a long run, on top of that it can also cause issues with performance and a drain on computer resources, particularly when your high liquid volume environments, Karee never takes this perk at any point in time ever, better off just getting lightning immunity and leaving it at that.

Greed, Trick Greed, Gold is Forever, Trick Blood Money, Exploding Gold, Attract Gold - Keep getting and obtaining these perks until you get infinite gold, after obtaining infinite gold remove them with Nullifying alter or face the consequence of immense lag from the shear number of explosions and very large gold nuggets constantly spawning everywhere you go and existing forever, unless you like that kind of thing, which it can be very satisfying, but Karee feels the performance loss from all the lingering gold pickups is just very much not worth keeping around, especially since the game's performance just gets worse the more stacks of those perks you get.

Repelling Cape - Should only get 2 stacks of this, Karee doesn't quite remember how the perk works exactly with it's stacking, but she seems to remember if you get too many stacks it will make being stained by liquids impossible which can kill your ability to be healed by your summoned lively concoction if you managed to get an easy source of summoning it, which is very bad considering it's one of the only MaxHP% per second heals in the game and is extremely valuable, also if you manage to fungal shift away the various poison stain liquids and Polymorphs, and get the perks of Fire Immunity, Toxic Immunity, and Iron Stomach, you won't need to worry about the maxHP% per second damage sources or instantly dying to being turned into a weak mob/low hp animal, so she sees more than 2 stacks of Repelling Cape as unnecessary.

Glass Cannon - Only take if you're doing a difficult survival run of very low hp or no-hit, other wise, don't ever take this perk if you actually like having a ton of HP and survive-ability.

Eat Your Vegetables - No, never, unless you fungal shifted in some easy source of satiation like pea soup or whatever, it's a resource management timer that always wants to make you eat more or die from Maxhp% per second damage cause by the perk itself which isn't healed back up overtime if you do eat.

Teleportitis and Teleportitis Dodge - Random Death Scenario Simulator.

No Wand Tinkering - This would inflate the already time investment heavy and RNG intensive long runs of Noita to astronomical proportions when trying to get a good god wand, all around not worth it, only take this perk if you're specifically doing a No Wand Tinkering challenge run.

Gas Fire - Can be bad if you don't yet have immunity to fire, also has or had a weird side effect of burning away whiskey despite that being a liquid, no idea if whiskey burning is still a thing or not.

Any Blood Perk that isn't Gas Blood - Can and will mess with your ability to keep up your Stainless Armor stacks and in turn affect your survive-ability negatively, it would be best to get Gas Blood and Fire Immunity, that way your bleed cannot hurt you in any way.

Lukki or Leggy Mutation Perks - Changes movement mechanics to be more annoying and cumbersome, better to just keep the default movement mechanics intact for full free range movement mechanics with little to no limitations, additional note: Leggy is even worse than Lukki, should only take either one of these perks for challenge runs.

Humonculus and Lukki Minion Perks - Can be very annoying and have a habit of getting in the way more than helping, will also just straight up murder you if you get polymorphed.

Fungal Disease Perk - Annoying in the same way that Electricity perk is annoying, constant SFX/VFX of yeeting fungal darts from your character which can also cause map hazards to happen like exploding objects or breaking flasks filled with harmful and potentially run ending liquids.

Projectile Slower - Probably only good when using Luminous Drill spell builds assuming the perk affects your own projectile's speeds too which tends to be how Noita works.

Levitation Trail and Personal Plasma Beam Perk - Same issue as Electricity and Fungal disease perk causing map hazards to happen when they otherwise wouldn't have, still has the constant VFX/SFX annoyance but isn't nearly as bad there at least.

More Blood - High Stacks can cause really bad performance issues and also flood the world with many different liquids ranging from harmful to harmless and can create environmental hazards where they otherwise didn't exist before.


Might make a guide proper and expand this a bunch sometime later~
But for now, Karee just wanted to share her opinions, experiences with the Noita, and the many thoughts that often trot through her head freely whenever she gets/plays a long run~<3
Last edited by Kareekoe; Sep 21, 2023 @ 4:50am
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Showing 1-6 of 6 comments
BrziKorak Sep 21, 2023 @ 8:52am 
:steamfacepalm: Imagine using the wiki hosted on fandom.
Kareekoe Sep 21, 2023 @ 11:14am 
Originally posted by BrziKorak:
:steamfacepalm: Imagine using the wiki hosted on fandom.
No arguments here, Fandom sucks, better off using any other wiki.
Prodeses Sep 21, 2023 @ 11:46am 
While we generally agree I would like to point out few things.

Gold is a minor part of this game. Wasting perks for gold seems pointless to me. Exploding gold has also a side effect of randomly destroying potions and other valuables. I usually only pick Greed when I'm breaking reroll machine.

"Any blood perks that isn't gas blood". Why would you want to miss out projectile immunity? Oil blood is poor mans fire immunity and slime blood gives you a stacking 25% projectile resistance. Just get 4 of those and only after then pick Gas blood. Stain problem solved.

I usually pick 3-4 Repelling capes just to have stains instantly removed (instead of few ticks). Two is sure enough and only reason to be stained during long runs is corrupted orbs. One can still spray ambrosia on itself and pick orbs while standing still.

Few perks you didn't mention but will also mess well with runs: Bouncy spells and Boomerang spells. These have a negative effect on digging (mainly black holes but why would one use anything else for digging) and teleporting. Really good perks for standard runs when combined with famous Luminous drill. Revenge bullets and Tentacles also makes some task more complicated.

What comes to wiki not mentioning dangers of Fungal shift. I would say it's somewhat obviously that you can't Nullify without all required materials. Then again I learned some time ago why wiki insist you to create suns at moons. I have lost quite a few suns by creating them a top of pyramid with intention to move fully matured sun later to moon with kuulokivi/moon (item). Apparently after feeding 100 mobs for starchild it'll be affected by moon gravity and stays there nicely. Also obviously but also not explained in wiki.
Kareekoe Sep 22, 2023 @ 8:30am 
Originally posted by Prodeses:
While we generally agree I would like to point out few things.

Gold is a minor part of this game. Wasting perks for gold seems pointless to me. Exploding gold has also a side effect of randomly destroying potions and other valuables. I usually only pick Greed when I'm breaking reroll machine.

"Any blood perks that isn't gas blood". Why would you want to miss out projectile immunity? Oil blood is poor mans fire immunity and slime blood gives you a stacking 25% projectile resistance. Just get 4 of those and only after then pick Gas blood. Stain problem solved.

I usually pick 3-4 Repelling capes just to have stains instantly removed (instead of few ticks). Two is sure enough and only reason to be stained during long runs is corrupted orbs. One can still spray ambrosia on itself and pick orbs while standing still.

Few perks you didn't mention but will also mess well with runs: Bouncy spells and Boomerang spells. These have a negative effect on digging (mainly black holes but why would one use anything else for digging) and teleporting. Really good perks for standard runs when combined with famous Luminous drill. Revenge bullets and Tentacles also makes some task more complicated.

What comes to wiki not mentioning dangers of Fungal shift. I would say it's somewhat obviously that you can't Nullify without all required materials. Then again I learned some time ago why wiki insist you to create suns at moons. I have lost quite a few suns by creating them a top of pyramid with intention to move fully matured sun later to moon with kuulokivi/moon (item). Apparently after feeding 100 mobs for starchild it'll be affected by moon gravity and stays there nicely. Also obviously but also not explained in wiki.

Gold Perks:
Gold past spell shops and reroll mechine is used for gold to power, getting infinite gold means one can use gold to power pretty much forever and have a massive increase to their damage output for only 1 spell capacity cost, if one plays with gold to power then Gold is very much not a minor thing and obtaining infinite gold is an absolute must.

However with that said, in a starting world pre-parallel world travel, gold perks should be skipped in favor of getting perks that will help with traveling to parallel worlds or at the very least survive-ability to help increase the likelihood of a run surviving long enough to get to parallel worlds, obtainment of healing wand, and set up of a proper long run.

Blood Perks:
True, forgot to mention that as long as one has more stacks of gas blood than the other bloods, one could get slime blood and/or oil blood for their benefits as long as what they're actively bleeding when damaged is gas so that there are no moments of vulnerability due to stainless armor being down from a stain caused by one's own blood.

Repelling Cap:
True too, the instant removal of stains with 3-4 stack of could save a run if one was unsuccessful in acquiring immunity to/removing all the maxhp% scaling damage stains.

Other perks:
Karee finds bouncy spells to be more annoying than good for luminous drill, something about how it fires and has issues digging through floors and kind of just sits there causing lag after each bolt hits a wall, but that's her opinion, Agreed with Boomerang spell though, absolutely terribad for blackhole digging, if one wants boomerang, better off getting the projectile modifier version instead, she also finds the Revenge Bullets and Tentacle Perks to be quite annoying, even more so when every time one passes through cursed rock damage fields it has a habit of yeeting tentacles from oneself and being a nuisance in the SFX/VFX area after many hours of a very long run, can also occasionally contribute to performance issues that might pop up too.

Wiki:
Over the years of using Wikis for various games, it's not uncommon for there to be basic vital pieces of information to be missing which requires one to either google search and hope the answer is somewhere online or to try figuring it out oneself, both of which are an annoying waste of time that could be saved if the wiki simply listed said basic pieces of information, if one has to ask the question "does fungal shifting away a material remove my ability to use the nullifying alter or would it still work if i used the transformed materials which was one of the required materials?" and no answer exists on said wiki, then that wiki isn't good enough, and what may seem obvious on paper is not obvious in Noita, it's pretty much the reason why people are always asking questions about very specific mechanics and circumstances.

Speaking of Noita Wikis however, the wiki with the .gg in the url actually did have the answer to that question and a warning to not accidentally fungal shift away any of the required materials in it's Trivia section, so props to that wiki for being easily better than the Fandom Wiki.

Why is everything a spoiler?
Good question.
Mostly an extreme exaggerated ♥♥♥♥ post about how every little thing in Noita for a time was considered a spoiler for absolutely no reason, it's always fun to make fun of a brain-dead past by spoilering everything, including this.

Tutorial: How to press space on your keyboard to jump and hover
You can tinker your wands in holy mountain.
Breakdown of basic movement mechanics of Noita including WASD Tutorial
Prodeses Sep 22, 2023 @ 1:27pm 
And we are still on the same page, glad to hear.

Yet still I want to point out for any other one reading this. There is just one gas blood, not a stack. Seekers of wisdom, pick it only after you are sure no other blood perks are needed afterwards.

And yes, gold to power is powerful indeed. But there are even better ways to to overcome any given obstacle.
joyous18 Sep 26, 2023 @ 11:19pm 
no really related, but thank you for spoiler-tagging stuff; theres too many people here with loose lips that steal away the joy of discovery for people :)
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Date Posted: Sep 21, 2023 @ 4:39am
Posts: 6